using System.Collections;
using System.Collections.Generic;
#if UNITY_EDITOR // => Ignore from here to next endif if not in editor
using UnityEditor;
using UnityEngine;
using JSG.BubbleShoot;
namespace JSG.BubbleShoot
{
    [CustomEditor(typeof(EditorRing))]
    [CanEditMultipleObjects]
    public class RingEditor : Editor
    {
        public int m_ColorNum = 0;
        public override void OnInspectorGUI()
        {
            serializedObject.Update();

            EditorRing ring = (EditorRing)target;

            for (int i = 1; i < 6; i++)
            {
                if (GUILayout.Button("SetColor " + i.ToString()))
                {
                    ring.SetColor2(i);
                    EditorUtility.SetDirty(target);
                }
            }

            //if (GUILayout.Button("Set Color"))
            //{

            //    //level.m_BallPrefab = Resources.Load<GameObject>("level-editor-ball");
            //    ring.SetColor(m_ColorNum);
            //    EditorUtility.SetDirty(target);
            //}س
            //m_ColorNum = EditorGUILayout.IntField(m_ColorNum);
            //EditorGUILayout.EndHorizontal();
        }
    }
}
#endif
